/*
 * This program is free software: you can redistribute it and/or modify it under
 * the terms of the GNU General Public License as published by the Free Software
 * Foundation, either version 3 of the License, or (at your option) any later
 * version.
 * 
 * This program is distributed in the hope that it will be useful, but WITHOUT
 * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
 * FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
 * details.
 * 
 * You should have received a copy of the GNU General Public License along with
 * this program. If not, see <http://www.gnu.org/licenses/>.
 */
package com.l2jserver.gameserver.ai;

/**
 * This class contains an enum of each possibles events that can happen on an AI character.
 */
public enum CtrlEvent
{
	/** Something has changed, usually a previous step has being completed
	 * or maybe was completed, the AI must thing on next action
	 */
	EVT_THINK,
	/** The actor was attacked. This event comes each time a physical or magical
	 * attack was done on the actor. NPC may start attack in response, or ignore
	 * this event if they already attack someone, or change target and so on.
	 */
	EVT_ATTACKED,
	/** Increase/decrease aggression towards a target, or reduce global aggression if target is null */
	EVT_AGGRESSION,
	/** Actor is in stun state */
	EVT_STUNNED,
	/** Actor is paralyzed or petrified */
	EVT_PARALYZED,
	/** Actor starts/stops sleeping */
	EVT_SLEEPING,
	/** Actor is in rooted state (cannot move) */
	EVT_ROOTED,
	/** Actor evaded hit **/
	EVT_EVADED,
	/** An event that previous action was completed. The action may be an attempt
	 * to physically/magically hit an enemy, or an action that discarded
	 * attack attempt has finished. */
	EVT_READY_TO_ACT,
	/** User's command, like using a combat magic or changing weapon, etc.
	 * The command is not intended to change final goal */
	EVT_USER_CMD,
	/** The actor arrived to assigned location, or it's a time to modify
	 * movement destination (follow, interact, random move and others intentions). */
	EVT_ARRIVED,
	/** The actor arrived to an intermediate point, and needs to revalidate destination.
	 * This is sent when follow/move to pawn if destination is far away. */
	EVT_ARRIVED_REVALIDATE,
	/** The actor cannot move anymore. */
	EVT_ARRIVED_BLOCKED,
	/** Forgets an object (if it's used as attack target, follow target and so on */
	EVT_FORGET_OBJECT,
	/** Attempt to cancel current step execution, but not change the intention.
	 * For example, the actor was put into a stun, so it's current attack
	 * or movement has to be canceled. But after the stun state expired, the
	 * actor may try to attack again. Another usage for CANCEL is a user's
	 * attempt to cancel a cast/bow attack and so on.
	 */
	EVT_CANCEL,
	/** The character is dead */
	EVT_DEAD,
	/** The character looks like dead */
	EVT_FAKE_DEATH,
	/** The character attack anyone randomly **/
	EVT_CONFUSED,
	/** The character cannot cast spells anymore **/
	EVT_MUTED,
	/** The character flee in random directions **/
	EVT_AFRAID,
	/** The character finish casting **/
	EVT_FINISH_CASTING,
	/** The character betrayed its master */
	EVT_BETRAYED
}
